Liège Game Lab
While video games are now widely recognized as a cultural practice, forming the foundation of the field of game studies, they often remain trapped within the framework of immersion, engagement, and immediacy in the eyes of students and researchers. The discourse surrounding video games frequently portrays their accessibility as "intuitive" and the player's immersion as direct, projecting them into the heart of the adventure through "immersive" controls. Such considerations tend to overlook the numerous mediations that exist at various levels between the game and the players, enriching the gaming experience as much as the game itself: genres, press, packaging, avatars, peripherals, advertising, institutions, communities, and more.
To demystify the relationship between games and players and reconceptualize gaming as an act of communication, the contributors to this collective work propose an examination of these multiple intermediaries and the roles they play in shaping gaming cultures. Employing interdisciplinary approaches (reception studies, discourse analysis, semiotics, rhetoric, musicology, iconology, aesthetics, etc.), the contributions focus on various objects that shed light on some of the countless intersections of video games: the paratext of horror games, the practice of non-gaming, the accessibility of a ludic museum installation, the biases induced by the use of biometric measurement devices, the ludic motifs of character sheets, the uses of the term "camera," and the intricacies of media translation, among others. Through these analyses, often overlooked aspects of video game works are brought to the fore, offering readers a better understanding of the gaps and challenges that shape their experiences and practices in gaming.
Entre le jeu et le joueur: Écarts et médiations
Publishers: #PressesUniversitairesDeLiège (Presses universitaires de Liège, Liège University Press)
#JeuPlaySpiel (Jeu / Play / Spiel Collection)